It is already updated to 1.3.2, technically speaking. It just needs some adjustments to work in SMP. The mod author should be working on it this week-end.
Anybody knows if Digger Age in LP is 100% stable or dacay is temporarily disabled?
The only guarantee (without directly looking at the relevant files on your computer) that an Age is 100% stable is that it hasn't been destroyed yet. They made a new mining age because everyone wanted one that had land in it.
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"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
Im askign if its stable because i always wanted to make similar age but was afraid that i will decay while i am there or builded farms in such age will be destroyed.
Im askign if its stable because i always wanted to make similar age but was afraid that i will decay while i am there or builded farms in such age will be destroyed.
If you're afraid, you'll never do it. As long as you don't write stuff that breaks the world (like multiple biomes in a single-biome age) you should be okay. If a world becomes unstable, then as long as you didn't fill it full of instability-causing stuff, you should have plenty of time to salvage whatever you want from it and get out safely.
Be a little smart, and you won't have to be a lot afraid.
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"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
Check out this EPIC game VoidSpace, a Work-In-Progress, cross-platform universe MMO. I'm more excited for this game than I am for everything else... except CIV: Beyond Earth http://strt.cc?r=ZGFob29wc0BsaXZlLmNvbQ__
No Thaumcraft 3? From what I have seen of it, it seems awesome. Or do Azanor (Thaumcraft dev) need more time for polishing it up?
From what was shown, he has only a handful of recipes ready to go. The mod obviously works, but it now needs actual content: recipes, abilities, items, and so on. Otherwise, you get only some basic stuff and a lot of wishing for more.
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"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
I think if you made a mod they liked they might think it over. Could be wrong though.
It's probably a coincidence that most of the players are mod developpers. But by making an awesome mod, you might have a small chance to come accross Direwolf20 and maybe trick him to become his friend.
Somebody should make a tutorial called: "Hunting the Dire Wolf, The Best Ways"
It's probably a coincidence that most of the players are mod developpers. But by making an awesome mod, you might have a small chance to come accross Direwolf20 and maybe trick him to become his friend.
Somebody should make a tutorial called: "Hunting the Dire Wolf, The Best Ways"
Shhhh.. Iw'm hunting wire wolves.
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GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Sigh. Don't you hate it when the forum eats a nearly complete post? I'll try to redo it as best I remember.
First, I should probably apologise for PMing Direwolf on irc about this. I didn't notice the 'no pming mods' rule until I'd already sent it. Sorry if it caused annoyance!
I'd like to suggest a mod which deserves a lot more attention than it's getting, and would appreciate it if you (ie Direwolf) found time to check it out and (if you agree that it deserves it) give it a spotlight. The mod is (unoriginally, perhaps) called the Renewable Resources mod. As the name suggests, it makes every single item, from both vanilla and any and every mod, renewable without having to generate more terrain/mystcraft ages. This is useful both for people with little space on their hard drives (or servers where people are not allowed to generate their own ages, once smp is added), and for people who just don't want to keep making new ages (or travel miles across one age).
Among other things, it includes the ability to put redstone dust and red dye into a cauldron of water, and then 'soak up' the resulting solution with gunpowder to make more redstone. It also adds a number of other recipes, including many using a 'multiblock', a custom block which has the abilities of a furnace and crafting table with added functionality to make several other items.
But by far the most significant feature in the mod is the 'recipe adder'. This block allows you to set recipes for modded items in game. The block is expensive, and only one recipe can be added per item, though obviously it can still be used to set absurdly cheap recipes. This is acknowledged, but in the words of the mod creator 'if someone downloads this mod in the first place, they probably wouldn't want to.' This functionality to set your own recipes in game is as far as I know unique to this mod (other than a beta version with less restrictions by the same person, and zombe's mods which use an ini file and are far less than ideal).
As I say, I'd be grateful if you had a look at it. I feel it really deserves more attention than it's getting.
Thanks
pi4t
I looked at this mod, and they really dont need it. I mean, they have ridiculous things like redpower quarries and buildcraft quarries. Why would they need to remake ores, too? Or exchange valuable gunpowder for cheap redstone? Cool mod though. (Oh, and it's only a matter of time before Soaryn starts spewing UU matter. I dont think they need every resource they can get.)
if u want a realy easy way just get the tekkit mod pack that all of these mods, there older versions. but its a 1 click install of 40 mods and works smooth with no messing around just google tekkit and ull find it
-facepalm- HE DOESN'T USE THE TEKKIT MODPACK! Just use the downloads supplied on the main page (Minus Xycraft and Redpower, and the Thaumcraft 3 Alpha), and you'll be happy. only issue is the beta versions they use occasionally.
It is already updated to 1.3.2, technically speaking. It just needs some adjustments to work in SMP. The mod author should be working on it this week-end.
no, i don't think they are cute.
The only guarantee (without directly looking at the relevant files on your computer) that an Age is 100% stable is that it hasn't been destroyed yet. They made a new mining age because everyone wanted one that had land in it.
"Well then, let's get awesome!"
If you're afraid, you'll never do it. As long as you don't write stuff that breaks the world (like multiple biomes in a single-biome age) you should be okay. If a world becomes unstable, then as long as you didn't fill it full of instability-causing stuff, you should have plenty of time to salvage whatever you want from it and get out safely.
Be a little smart, and you won't have to be a lot afraid.
"Well then, let's get awesome!"
I want to see Richard G nuked a bit.......
Or at least EMP trolled
http://www.minecraft...china-mech-mod/
http://strt.cc?r=ZGFob29wc0BsaXZlLmNvbQ__
From what was shown, he has only a handful of recipes ready to go. The mod obviously works, but it now needs actual content: recipes, abilities, items, and so on. Otherwise, you get only some basic stuff and a lot of wishing for more.
"Well then, let's get awesome!"
Hey Kal
I think if you made a mod they liked they might think it over. Could be wrong though.
"Shall we play a game?" - Joshua
It's probably a coincidence that most of the players are mod developpers. But by making an awesome mod, you might have a small chance to come accross Direwolf20 and maybe trick him to become his friend.
Somebody should make a tutorial called: "Hunting the Dire Wolf, The Best Ways"
Shhhh.. Iw'm hunting wire wolves.
http://www.minecraft...china-mech-mod/
anyways look forward to the next Episode of Dire derpin around